I was waiting for a new thread to surface so I could post, but the game’s been out for a while now and no one’s made it yet, so here it is. Discuss everything regarding Tekkaman in the UAS version of TvC.

Introduction

The Space Knight Tekkaman is one of TvC’s powerhouse characters. If you don’t mind sacrificing speed for range and power, you may enjoy him. His regular combos are among the highest in terms of quick and easy damage output, doing over 50% of any given character’s life in a single combo, without baroque or meter. He also has very high health, and since many good players fear his power (rightfully so), they tend to reserve their meter for mega crashes, making them more hesitant to use powerful supers on him. His abilities to gain meter easily and fight at range make him a great point character, but he’s also great at assisting other characters with his Tek Win move, one of the best assists in the game. His main weaknesses are fending off characters that pressure quickly and breaking strong defenses.

Normals

[list]5A - A basic standing roundhouse kick, can be blocked high. It’s his fastest normal move so it’s good for punishing things that 2A is too slow for.[/list]
[list]2A - A lance strike to the shin, must be blocked low. This is your primary punish move and combo starter on the ground.[/list]
[list]5B - A long range slash, can be blocked high. The usual follow-up after a 2A.[/list]
[list]2B - A really long range slash, can be blocked high. Usually done after 5B or as an occasionally poke from far. Good for whiff punishing.[/list]
[list]5C - An upward lance slash. Tekkaman steps forward when he does it, giving him even more range than 2B. It lifts the opponent into the air, but it is not a standard launcher move (you cannot cancel it with super jump). It combos into launcher, 6C, and B ~ Tek Win from far. Combos into level 3 (Space Knights Formation) from close except against Viewtiful Joe and Roll.[/list]
[list]2C - His longest ranged normal, a thrust attack that hits low. From very far, it hits once and doesn’t knock down. From mid and close range it hits twice, with the second hit causing knock down. The first hit can be combo’d into A ~ Tek Win from close and mid range, as well as all versions of Tek Lancer and Gatling Lancer. From far, it can be combo’d into A ~ Tek Win using baroque.[/list]
[list]6C - Another very long ranged lance attack. The first hit has range comparable to 2C, and both hits combo into all his specials, including A ~ Tek Win from far. From max range, the second hit will miss.[/list]
[list]3C - His launcher, an upward lance thrust. Has decent horizontal range on the ground, but incredible diagonal range at IAD height and above. It is normally combo’d from 5C. Cancelable.[/list]

Air Attacks

[list]j.A - Diagonally downward lance thrust. Great range. Used in air combos and for pressuring opponents below and in front of you.[/list]
[list]j.B - An upward lance slash. Used in air combos and good for attacking opponents above and in front of you.[/list]
[list]j.C - A spinning lance somersault. Hits twice and is very strong/high priority. It crosses up, and overall great for protecting Tekkaman from reckless approaches, as well as being one of his key offensive tools. This is the only aerial move that he cannot jump cancel.[/list]
[list]j.2C - A downward lance thrust. A fast option for opponents directly below you. It can crossup, and its very long recovery can be canceled to any special/super.[/list]

Specials

[list]Tek Lancer - Tekkaman throws the lance forward in a spinning motion, making it look similar to (and executed like) a sonic boom. The A version travels very quickly, hits once, and knocks down. B version travels a bit slower, hits 3 times, and combos into Voltekka from mid range. C version travels the slowest, hits 5 times, and combos into Voltekka from anywhere. It also combos into A ~ Tek Win, and if you time it correctly, you can even grab your lance right after Tek Lancer finishes hitting the opponent (while it’s still in the air, before it flies off screen). Note that without the lance in hand, Tekkaman loses his ability to throw the opponent.[/list]
[list]Tek Win - Commonly referred to as “space lariat.” It’s a full screen rope-type weapon that latches onto the opponent. Tekkaman then pulls them toward him AKA “get over here!!” and can combo from it. Grabbing someone in the air causes Tekkaman to slam them into the ground next to him. It is possible to OTG after this with j.2C, and may be possible with OTG assists like Casshern’s. The A version goes straight, B goes diagonally, and C goes straight up. You can pull your lance to you if it is stuck in the ground.[/list]
[list]Galaxy Windmill - Originally referred to as the “ferris wheel.” Tekkaman spins the lance upward for multiple hits and big damage. It’s a very slow move, but one of the most important ones for him. Can be done in the air.[/list]
[list]Gatling Lancer - His rapid attack move. Mash any of the attack buttons to thrust forward multiple times. This move is very important for making his unsafe normals and j.2C safe. Can be done in the air.[/list]

Supers/Hypers

[list]Voltekka - A powerful, horizontal beam attack. Tekkaman slams his lance into the ground, then emits a beam from his forehead. The startup is much faster while he doesn’t have the lance in his hand. It is usually done after Tek Lancer. Can be done in the air. Tekkaman stands on top of Pegas (he can headbutt you) and then fires the beam. The headbutt combos into the beam.[/list]
[list]Super Spinning Tek Lancer - Also referred to as “make it rain!” He throws the lance diagonally upward, hitting the opponent if he/she is in the way, then fires a Voltekka beam upward into the lance. It reflects off the spinning lance and attacks the entire region in front of Tekkaman. This super is stronger than Voltekka, but has considerably more startup and recovery time. It can hit OTG.[/list]
[list]Space Knights Formation - His level 3 super. He’ll attack with a diagonal Tek Win, and if it connects, he rams the lance directly into the opponent (ouch…) and throws them, then jumps on Pegas comes in for a final strong hit.[/list]

Standard bnb Combo

This is the usual combo that you aim for. There are various ways to start it, but here is the ideal way:

It is possible to do two j.A moves, but if mistimed it has a tendency of making the second j.B miss, and it really doesn’t add too much damage. The Tek Win will not combo on Roll (midscreen and corner). There are also characters that can get caught by the Tek Win, but the timing is strict. These include Jun the Swan, Yatterman-2, Zero, Saki, Viewtiful Joe, and Mega Man Volnutt.

Now we’re stepping into some really difficult territory. Because this is dependent on what your other character is, it’ll be difficult for me to fill this section with useful info on my own. If you’ve got a combo to contribute, please post your team, the combo, and the amount of damage it does. I’d like to ask that you experiment a lot first and make sure that the combos you post are worthwhile. At the very least, they should do similar damage to Tekkaman’s solo combos. These can include baroque, VAR/CAR (whatever you want to call it), and DHCs. All of these combos assume that Tekkaman is the current point character and he will be doing the combo with the assistance of his partner, not the other way around. I’ll start with my own team, which is Blade/Tekk (but these will be when Tekk is on point):

Run away style worked decently in the last game as long as you already had a lead built up. He’s not chipping or anything while he’s running away, so you have to pick your spots. His assist is top tier because it has long range and puts you in a long freefall, setting up all kinds of wacky shit.

Was going to come in here and post this. I found this while messing around in training mode and it comes into play surprisingly often since people seem to forget at times that Tekkaman can hit low after his 5C.

Following the example of other threads, if you have a good combo, technique, or some tidbit of knowledge not posted, feel free to contribute (after I “complete” the OP with my own info). If there’s a better version of the combo you posted then I’ll use that and make note of it (you’ll still be credited).

jayson.boss: I feel the best way to play him is patiently. Even though he falls faster than other characters, has good dashes, and an amazing crossup, he still has a hard time hitting people with good defense. You mainly want to carefully place your air attacks, occasional Tek Wins/Lancers, and assist to help you create an opportunity. Once you get it you want to rack up as much damage as fast as possible, because chances are they know how much damage they’ll eat and will try to mega crash you. Keep creating opportunities like these so that they’re forced to keep wasting meter for mega crash instead of supers/counters and you can control the match.

Double windmill in the air is done by jumping after the first one ends, then immediately canceling the jump into the second one. You can only do one windmill per jump. It is also possible to do a 3rd one after baroque (since baroque gives you another jump), but it’s not very useful unless it will take out a character guaranteed.

Like said, his assist helps pretty much everyone extend their combos and is very flexible. It also controls a great amount of space from far.

I’m not so sure about Polimar, but it might be a good team. You’d have to just experiment, or wait for someone more savvy to comment.

I added a corner variation to the standard bnb, and some giants combos.

Also changed the billion to “trillion.” Apparently that is not a decimal point, and is actually a comma (it’s so small). So something that looks like 30.525 billion is actually 30,525 thousand billion, or 30.5 trillion to make it simple. :wasted:

EDIT: Added some new info regarding his bnb. Some character specific stuff, as well as a way to combo into air Voltekka. Also added are all the currently know changes made to Tekkaman in UAS.

Following the example of other threads, if you have a good combo, technique, or some tidbit of knowledge not posted, feel free to contribute (after I “complete” the OP with my own info). If there’s a better version of the combo you posted then I’ll use that and make note of it (you’ll still be credited).

I don’t see why not. He’s easily the most epic person in the game! I main him and Casshern. Tekkaman is usually my front-man and pisses off everyone that I play :V … I wish that I had a good internet connection though

Note: The combo doesn’t work on Ken and the small characters as far as I know.

And btw that [media=youtube]hhSmRp7I7YE"[/media] doesn’t connect. During the video you can see that the combo counter resets. Kinda Like in my video, instead of connecting it with a super you can launch em’ and connect an air combo, but tekkaman blinks which allows the opponent to block

Hey, HDL. Hadn’t noticed that you took the lead with Tekkaman this time. It looks like his popularity has decreased in favor of the new characters…

Everyone knows there are alot of Zero’s online. Most are bad, but Zero has such high priority in his normal attacks and can mount a safe offense so easily that it can be hard to get in on even some of the mediocre ones. So what tools does Tekkaman have to escape pressure and switch control back in his favor? I find myself turtling and just looking for a chance to superjump more often than I’d want.

Also I’m observing that the Level 3 super has some invulnerability somewhere in the pre-flash startup. It connects on over-eager Sokis while they’re poking at me, and it doesn’t always look like it should :wonder:

Tekkaman doesn’t have a fast or reliable AA move, so most of the time you just want to sit tight and react to the opponent and block correctly or throw tech. Look for small breaks during their block strings, and insert assist during them, sometimes using advance guard first. If the person likes to jump a lot, air throw them (one of the best options). You can also jump back with j.A or j.B and then jump cancel that and go for the ambiguous crossup, empty jump to throw, tick throw, etc. At the very least you’ll get a chance to turn the pressure back on them. And if there is enough time, you can even advance guard and use C ~ Tek Lancer. It often intercepts people abusing too much IAD, and leads to an easy Voltekka on reaction.

Regarding Zero, if you’re letting him get that close too often, you’re not zoning him well enough. Tekkaman isn’t a character you can just rush out of nowhere. All of his air moves control great amounts of space and can make it very hard to approach him when used right. All I can say here is study the Zero player and see what he likes to do often. All air moves can stop far IADs. j.A, j.B, and air throws stop them from up close. j.B stops people from above that want to stay out of j.A’s range. Galaxy Windmill will stop excessive use of C ~ Hienkyaku shenanigans.

Zero’s damage output is a big disadvantage here considering Tekkaman’s high HP, but with the right setups, Tekkaman only has to touch him once and it’s over if Zero doesn’t have 2 bars. It should be Zero running away from him, not the other way around.

I’m personally a fan of using Galaxy Windmills on the ground on opponents who like to use IADs and using baroque after that to follow into an air combo. In CGoH, I also used 2B to help control space but it’s something I haven’t been doing in UAS. I might try it out sometime and see how effective that is.

2 strategies I like to use w/ Tekkaman (forgive me if they’ve been mentioned before).

a) sj.B xx C galaxy windmill, mash C
-Naturally there’s the ‘sj.B xx C galaxy windmill, C galaxy windmill, mash C until you fall’ thing done in this vid [media=youtube]IqkLtdtdBcM[/media] but that tactic isn’t so hot anymore, at least I haven’t had much success with it that is. This’ll build you a bit of meter and you still have your second jump available meaning you can fall down on your opponent with j.C’s gargantuan hit-box and you can still air-dash around. I like to frustrate my opponent with this.

b) tk’d C galaxy windmill
-You’re in normal jump mode and still have a double jump, this allows you to call an assist at a height that normal jump doesn’t allow you to reach.

EDIT:

Also, even though you can’t tiger-knee his 236 super you can perform it at the peak of your normal jump. I’ve had some success using it in air-to-air scenarios. Bit gimmicky, but it’s actually pretty decent in my experience.

Also, even though you can’t tiger-knee his 236 super you can perform it at the peak of your normal jump. I’ve had some success using it in air-to-air scenarios. Bit gimmicky, but it’s actually pretty decent in my experience.

Okay, so this is fucking GOOD. I need to re-highlight it. I was experimenting with this against my friends and it works wonders when your being pursued in the air or when your chasing in the air. On top of this, it’s difficult to punish. Because he hit’s the ground he’s punishable almost exclusively by OTG moves, BUT he can start a tech roll on the floor AND call an assist on the floor, making the OTG window small. Some fast beam supers like Ryu’s or Frank’s, or Blade’s retardedly quick GI, might be able to punish Tekkaman before he hits the floor, but still, this shit’s godlike.

Edit:
I’m assuming that they air-block it when I say it’s hard to punish, btw.

Edit 2:
So I took this to training mode again. Straight up, it’s hard to punish period, the mecha acts as a shield for so long and protects the space in front of Tekkaman only allowing Ryu to punish with shinku hadouken at a very precise window of opportunity after the laser beams up. Really, only certain level 3 supers can punish it and a few particular level 1 supers (like souki’s QCF super) and well-timed aerial supers.